Jazz2::Scripting::jjPLAYER class

Constructors, destructors, conversion operators

jjPLAYER(LevelScriptLoader* levelScripts, Actors::Player* player)
~jjPLAYER()

Public functions

auto operator=(const jjPLAYER& o) -> jjPLAYER&
auto get_score() const -> std::int32_t
auto set_score(std::int32_t value) -> std::int32_t
auto get_scoreDisplayed() const -> std::int32_t
auto set_scoreDisplayed(std::int32_t value) -> std::int32_t
auto setScore(std::int32_t value) -> std::int32_t
auto get_xPos() const -> float
auto set_xPos(float value) -> float
auto get_yPos() const -> float
auto set_yPos(float value) -> float
auto get_xAcc() const -> float
auto set_xAcc(float value) -> float
auto get_yAcc() const -> float
auto set_yAcc(float value) -> float
auto get_xOrg() const -> float
auto set_xOrg(float value) -> float
auto get_yOrg() const -> float
auto set_yOrg(float value) -> float
auto get_xSpeed() -> float
auto set_xSpeed(float value) -> float
auto get_ySpeed() -> float
auto set_ySpeed(float value) -> float
void freeze(bool frozen)
auto get_currTile() -> std::int32_t
auto startSugarRush(std::int32_t time) -> bool
auto get_health() const -> std::int8_t
auto set_health(std::int8_t value) -> std::int8_t
auto get_fastfire() const -> std::int32_t
auto set_fastfire(std::int32_t value) -> std::int32_t
auto get_currWeapon() const -> std::int8_t
auto set_currWeapon(std::int8_t value) -> std::int8_t
auto get_lives() const -> std::int32_t
auto set_lives(std::int32_t value) -> std::int32_t
auto get_invincibility() const -> std::int32_t
auto set_invincibility(std::int32_t value) -> std::int32_t
auto get_blink() const -> std::int32_t
auto set_blink(std::int32_t value) -> std::int32_t
auto extendInvincibility(std::int32_t duration) -> std::int32_t
auto get_food() const -> std::int32_t
auto set_food(std::int32_t value) -> std::int32_t
auto get_coins() const -> std::int32_t
auto set_coins(std::int32_t value) -> std::int32_t
auto testForCoins(std::int32_t numberOfCoins) -> bool
auto get_gems(std::uint32_t type) const -> std::int32_t
auto set_gems(std::uint32_t type, std::int32_t value) -> std::int32_t
auto testForGems(std::int32_t numberOfGems, std::uint32_t type) -> bool
auto get_shieldType() const -> std::int32_t
auto set_shieldType(std::int32_t value) -> std::int32_t
auto get_shieldTime() const -> std::int32_t
auto set_shieldTime(std::int32_t value) -> std::int32_t
auto get_rolling() const -> std::int32_t
auto set_rolling(std::int32_t value) -> std::int32_t
auto get_playerID() const -> std::int8_t
auto get_localPlayerID() const -> std::int32_t
auto get_running() const -> bool
auto set_running(bool value) -> bool
auto get_stoned() -> std::int32_t
auto set_stoned(std::int32_t value) -> std::int32_t
void suckerTube(std::int32_t xSpeed, std::int32_t ySpeed, bool center, bool noclip, bool trigSample)
void poleSpin(float xSpeed, float ySpeed, std::uint32_t delay)
void spring(float xSpeed, float ySpeed, bool keepZeroSpeeds, bool sample)
auto get_isConnecting() const -> bool
auto get_isIdle() const -> bool
auto get_isOut() const -> bool
auto get_isSpectating() const -> bool
auto get_isInGame() const -> bool
auto get_name() const -> String
auto get_nameUnformatted() const -> String
auto setName(const String& name) -> bool
auto get_light() const -> std::int8_t
auto set_light(std::int8_t value) -> std::int8_t
auto get_fur() const -> std::uint32_t
auto set_fur(std::uint32_t value) -> std::uint32_t
void getFur(std::uint8_t& a, std::uint8_t& b, std::uint8_t& c, std::uint8_t& d) const
void setFur(std::uint8_t a, std::uint8_t b, std::uint8_t c, std::uint8_t d)
auto get_noFire() const -> bool
auto set_noFire(bool value) -> bool
auto get_antiGrav() const -> bool
auto set_antiGrav(bool value) -> bool
auto get_invisibility() const -> bool
auto set_invisibility(bool value) -> bool
auto get_noclipMode() const -> bool
auto set_noclipMode(bool value) -> bool
auto get_lighting() const -> std::uint8_t
auto set_lighting(std::uint8_t value) -> std::uint8_t
auto resetLight() -> std::uint8_t
auto get_playerKeyLeftPressed() -> bool
auto get_playerKeyRightPressed() -> bool
auto get_playerKeyUpPressed() -> bool
auto get_playerKeyDownPressed() -> bool
auto get_playerKeyFirePressed() -> bool
auto get_playerKeySelectPressed() -> bool
auto get_playerKeyJumpPressed() -> bool
auto get_playerKeyRunPressed() -> bool
void set_playerKeyLeftPressed(bool value)
void set_playerKeyRightPressed(bool value)
void set_playerKeyUpPressed(bool value)
void set_playerKeyDownPressed(bool value)
void set_playerKeyFirePressed(bool value)
void set_playerKeySelectPressed(bool value)
void set_playerKeyJumpPressed(bool value)
void set_playerKeyRunPressed(bool value)
auto get_powerup(std::uint8_t index) -> bool
auto set_powerup(std::uint8_t index, bool value) -> bool
auto get_ammo(std::uint8_t index) const -> std::int32_t
auto set_ammo(std::uint8_t index, std::int32_t value) -> std::int32_t
auto offsetPosition(std::int32_t xPixels, std::int32_t yPixels) -> bool
auto warpToTile(std::int32_t xTile, std::int32_t yTile, bool fast) -> bool
auto warpToID(std::uint8_t warpID, bool fast) -> bool
auto morph(bool rabbitsOnly, bool morphEffect) -> std::uint32_t
auto morphTo(std::uint32_t charNew, bool morphEffect) -> std::uint32_t
auto revertMorph(bool morphEffect) -> std::uint32_t
auto get_charCurr() const -> std::uint32_t
void kill()
auto hurt(std::int8_t damage, bool forceHurt, jjPLAYER* attacker) -> bool
auto get_timerState() const -> std::uint32_t
auto get_timerPersists() const -> bool
auto set_timerPersists(bool value) -> bool
auto timerStart(std::int32_t ticks, bool startPaused) -> std::uint32_t
auto timerPause() -> std::uint32_t
auto timerResume() -> std::uint32_t
auto timerStop() -> std::uint32_t
auto get_timerTime() const -> std::int32_t
auto set_timerTime(std::int32_t value) -> std::int32_t
void timerFunction(const String& functionName)
void timerFunctionPtr(void* function)
void timerFunctionFuncPtr(void* function)
auto activateBoss(bool activate) -> bool
auto limitXScroll(std::uint16_t left, std::uint16_t width) -> bool
void cameraFreezeFF(float xPixel, float yPixel, bool centered, bool instant)
void cameraFreezeBF(bool xUnfreeze, float yPixel, bool centered, bool instant)
void cameraFreezeFB(float xPixel, bool yUnfreeze, bool centered, bool instant)
void cameraFreezeBB(bool xUnfreeze, bool yUnfreeze, bool centered, bool instant)
void cameraUnfreeze(bool instant)
void showText(const String& text, std::uint32_t size)
void showTextByID(std::uint32_t textID, std::uint32_t offset, std::uint32_t size)
auto get_fly() const -> std::uint32_t
auto set_fly(std::uint32_t value) -> std::uint32_t
auto fireBulletDirection(std::uint8_t gun, bool depleteAmmo, bool requireAmmo, std::uint32_t direction) -> std::int32_t
auto fireBulletAngle(std::uint8_t gun, bool depleteAmmo, bool requireAmmo, float angle) -> std::int32_t
auto get_cameraX() const -> float
auto get_cameraY() const -> float
auto get_deaths() const -> std::int32_t
auto get_isJailed() const -> bool
auto get_isZombie() const -> bool
auto get_lrsLives() const -> std::int32_t
auto get_roasts() const -> std::int32_t
auto get_laps() const -> std::int32_t
auto get_lapTimeCurrent() const -> std::int32_t
auto get_lapTimes(std::uint32_t index) const -> std::int32_t
auto get_lapTimeBest() const -> std::int32_t
auto get_isAdmin() const -> bool
auto hasPrivilege(const String& privilege, std::uint32_t moduleID) const -> bool
auto doesCollide(const jjOBJ* object, bool always) const -> bool
auto getObjectHitForce(const jjOBJ& target) const -> std::int32_t
auto objectHit(jjOBJ* target, std::int32_t force, std::uint32_t playerHandling) -> bool
auto isEnemy(const jjPLAYER* victim) const -> bool

Public variables

float jumpStrength
std::int8_t frozen
std::int32_t warpID
std::int32_t bossNumber
std::int32_t boss
bool bossActive
std::int8_t direction
std::int32_t platform
std::int32_t flag
std::int32_t clientID
bool team
std::int32_t specialJump
std::int32_t buttstomp
std::int32_t helicopter
std::int32_t helicopterElapsed
std::int32_t specialMove
std::int32_t idle
bool isLocal
bool isActive
std::uint32_t charOrig
std::int32_t subscreenX
std::int32_t subscreenY
std::uint32_t charCurr
std::uint16_t curAnim
std::uint32_t curFrame
std::uint8_t frameID